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For those who have issues, to get correct matrix for the clothing tool and world collisions, you have to reorient the skeleton's root bone to match the Unreal coordinate system. So you have the vertices to paint right in place on top of the mesh. e.g. in Maya, if needed use the move joint tool to deactivate the skinning, then reorient the root joint with z as the primary axis (xy for others if I remember well).

Regarding the clothing environment collisions, despite the capsules and planes limitations they are working pretty well. As I'm quite new with clothing, I have a few questions and wanted to know if my following workaround is correct.

First, how is gathered the pool of static simple colliders around the cloth? I guess its bounding box could be involved but can't be sure.

Second, is it possible to crank up the static collisions limitations? (for cinematic purpose)

And last but not least, when the animation mode is changed to animBlueprint or animationAsset the environment collisions are not triggered. The skeleton's bones matrices are modified and so the state of the physics asset but as far as I can guess those collisions computation are not forced or skipped after this update. Is that a bug or something broken? Or did I misunderstood something? A workaround I did is to drive the root or make some slight matrix change to it (e.g location) in the event graph of its animBlueprint to force the computation. (the same trick could trigger collisions through some BP in the case of an animation asset)